The Layered lighting engine was suggested by Asmodean (I hope I spelled that right) on IRC, and will make day/night transitions almost instantaneous at the cost of some extra RAM. It would also enable carried light sources at the cost of even more RAM.

The decorator pattern for chunks means it’s easy to split up the logic for different “level” sources, such as having a pseudorandom level generator wrapped in a disk cache wrapped in a memory cache, or switch that entire structure out for a memory cached network chunk source for multiplayer.It took me a while to arrive at this design, mostly because of my chaotic development philosophy (get it to work, then refactor if the code is bad), but I’m really happy with it now.

The lighting is the big hold up at the moment, I expect most of the remaining things to go pretty fast, except for caves and the very vague final point, which I suspect will be an ongoing process for the rest of the game development time.

Once infinite is done, I will put it up as a replacement for indev, then work on survival mode multiplayer.

I still have every single one, yes.You'd probably have to load them in Omen first though. I can't remember if they load up properly.They loaded up in early survival. There was this castle a bunch of us made.